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Showing 211 to 225 of 820 results Save | Export
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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
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Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
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Qualters, Donna M.; Isaacs, Jacqueline A.; Cullinane, Thomas P.; Laird, Jay; McDonald, Ann – International Journal for the Scholarship of Teaching and Learning, 2008
Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the…
Descriptors: Engineering Education, Game Theory, Qualitative Research, Statistical Analysis
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Dormann, Claire; Biddle, Robert – Simulation & Gaming, 2009
Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…
Descriptors: Play, Humor, Video Games, Educational Games
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
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Round, David K. – Journal of Economic Education, 2007
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Descriptors: Economics Education, Probability, Games, Game Theory
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Lipovetsky, S. – International Journal of Mathematical Education in Science & Technology, 2007
Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…
Descriptors: Marketing, Game Theory, Games, Decision Making
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Halverson, Richard; Smith, Annette – Journal of Computing in Teacher Education, 2010
Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of…
Descriptors: Video Games, Information Technology, Educational Technology, Influence of Technology
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Wright, Steven; McNeill, Mike; Fry, Joan M. – Sport, Education and Society, 2009
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the "main" study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data…
Descriptors: Constructivism (Learning), Games, Questionnaires, Interviews
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Cheung, Stephen L. – Journal of Economic Education, 2008
A major challenge in conducting classroom experiments for larger classes is the complexity of assembling responses and reporting feedback to students. The author demonstrates how mobile phone text messaging can be used to overcome the limitations of pencil-and-paper experiments without incurring the costs of full computerization. Students submit…
Descriptors: Telecommunications, Feedback (Response), Class Size, Educational Experiments
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Dahlstedt, Magnus; Tesfahuney, Mekonnen – Journal for Critical Education Policy Studies, 2010
In this paper the authors focus on the consequences of economies and cultures of speculation in the field of education. Education is one of the arenas where the logics of speculation are being played out. It is argued that the major shifts in educational policy over the past decades in Sweden derive from what Ian Baucom aptly called…
Descriptors: Game Theory, Outcomes of Education, Role of Education, Foreign Countries
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Butler, Christopher K. – Journal of Conflict Resolution, 2007
Despite many applications of prospect theory's concepts to explain political and strategic phenomena, formal analyses of strategic problems using prospect theory are rare. Using Fearon's model of bargaining, Tversky and Kahneman's value function, and an existing probability weighting function, I construct a model that demonstrates the differences…
Descriptors: Probability, Game Theory, Decision Making, Models
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Lipovetsky, Stan; Conklin, Michael – International Journal of Mathematical Education in Science and Technology, 2005
A regular problem in regression analysis is estimating the comparative importance of the predictors in the model. This work considers the 'net effects', or shares of the predictors in the coefficient of the multiple determination, which is a widely used characteristic of the quality of a regression model. Estimation of the net effects can be a…
Descriptors: Game Theory
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Thomas, Camille; Fellingham, Gilbert; Vehrs, Pat – Measurement in Physical Education and Exercise Science, 2009
The purposes of this study were to develop a notational system to evaluate passing, dribbling, first touch, and individual defensive skills as they relate to success during women's soccer games and to develop a statistical model to weigh the importance of each skill on creating scoring opportunities. Sequences of skills in ten games of a National…
Descriptors: Team Sports, Females, College Athletics, Skill Analysis
Jian, Lian – ProQuest LLC, 2010
My dissertation contains three studies centering on the question: how to motivate people to share high quality information on online information aggregation systems, also known as social computing systems? I take a social scientific approach to "identify" the strategic behavior of individuals in information systems, and "analyze" how non-monetary…
Descriptors: Information Systems, Internet, Motivation Techniques, Incentives
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